TLD & WAR - Submods or mods?
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Close Combat Series -> Modding Workshop

#1: TLD & WAR - Submods or mods? Author: mooxe PostPosted: Mon Dec 14, 2009 7:35 pm
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Over the years mods for the classic versions of Close Combat were deemed mods or submods. Mods were genereally massive overhauls including new maps. Submods were smaller changes with any combination of changes to the data, sound or graphics and generally did not include maps. With the new way of installing mods, there doesnt seem to be a need to classify mods anymore.

Sound mods would still have thier same classification as the game data or mechanics remains intact, and to make any user aware of exactly what to expect.

With the new way of installing mods for TLD and WAR, should all mods be classified as mods?

#2: Re: TLD & WAR - Submods or mods? Author: platoon_michaelLocation: Right behind you PostPosted: Mon Dec 14, 2009 11:30 pm
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No

#3: Re: TLD & WAR - Submods or mods? Author: schreckenLocation: Sydney, Australia PostPosted: Tue Dec 15, 2009 2:39 am
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Sub mods in the past required that a certain mod be installed first.....  ie  a mod of a mod.

There is no reason why that convention could not continue.

#4: Re: TLD & WAR - Submods or mods? Author: dbdawn PostPosted: Tue Dec 15, 2009 5:03 am
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I say keep it the way it has been classified in the past

#5: Re: TLD & WAR - Submods or mods? Author: DAK_Von_ManteuffelLocation: Zaragoza (España) PostPosted: Tue Dec 15, 2009 8:43 am
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I understand that changing the mechanics of installation (without the manager plugins) and install the new system, no difference whether to install a mod before. or not, but should maintain the same philosophy, (the same name) so the player can differentiate what is a mod and a submode.

Greetings.

#6: Re: TLD & WAR - Submods or mods? Author: Glote PostPosted: Fri Jan 15, 2010 11:18 am
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Hi, just a small question, can we install CC5 mods (ei GJS, Stalingrad...) on TLD?

#7: Re: TLD & WAR - Submods or mods? Author: TejszdLocation: Canada PostPosted: Sat Jan 16, 2010 2:44 am
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No.

#8: Re: TLD & WAR - Submods or mods? Author: platoon_michaelLocation: Right behind you PostPosted: Sun Apr 25, 2010 2:22 pm
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Not sure where to post this but how does one create custom Battles for WAR?

I would like to be able to try and create several custom Battles using any of the various units from each side.
And would it be possible to do the same for Operations?

#9: Re: TLD & WAR - Submods or mods? Author: Pzt_KanovLocation: México PostPosted: Fri May 07, 2010 11:16 pm
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platoon_michael wrote (View Post):
Not sure where to post this but how does one create custom Battles for WAR?

I would like to be able to try and create several custom Battles using any of the various units from each side.
And would it be possible to do the same for Operations?


a new tool needs to be created.

Has anyone tried to edit the CCReq files manually to see if it could take TLD or WaR Data? I mean both datas are practically ordered the same way (except for BGroups and FPool txts) but different kinds of format(adb vs txt). Also I don't know how it would work with the TLD maps, I guess trying to edit the CC5 index.mpi to add the TLD maps so CCreq sees them.

I think it should be a simple process for the creator really, as he would only need to drop the extracting adb step, re-accommodate the format of BG and FP files and add support for the Campaign.txt and Stratmap.txt. Don't know if save files are different, I'm guessing they are so he should change that too.

Simple!  :wink:

////Forgot to add that support for custom BGs and FPs on operations would be awesome. Something that I always wished for in CC5. Imagine playing with a BG that has a mixed force of AB and Army units in its FP against SS, Ostruppen and FJ units for an operation. Basically that the custom Forcepool edited with CCreq could be carried over multiple maps and days.



Close Combat Series -> Modding Workshop


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